/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#ifndef _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
#define _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H

#include "Action.h"
#include "NamedObjectContext.h"

class PlayerbotAI;

class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
    public:
        GenericPaladinStrategyActionNodeFactory()
        {
            // creators["seal of light"] = &seal_of_light;
            creators["cleanse poison"] = &cleanse_poison;
            creators["cleanse disease"] = &cleanse_disease;
            creators["cleanse magic"] = &cleanse_magic;
            creators["cleanse poison on party"] = &cleanse_poison_on_party;
            creators["cleanse disease on party"] = &cleanse_disease_on_party;
            // creators["seal of wisdom"] = &seal_of_wisdom;
            creators["seal of justice"] = &seal_of_justice;
            creators["hand of reckoning"] = &hand_of_reckoning;
            creators["judgement"] = &judgement;
            creators["judgement of wisdom"] = &judgement_of_wisdom;
            creators["divine shield"] = &divine_shield;
            creators["flash of light"] = &flash_of_light;
            creators["flash of light on party"] = &flash_of_light_on_party;
            creators["holy wrath"] = &holy_wrath;
            creators["lay on hands"] = &lay_on_hands;
            creators["lay on hands on party"] = &lay_on_hands_on_party;
            creators["hammer of wrath"] = &hammer_of_wrath;
            creators["retribution aura"] = &retribution_aura;
            creators["blessing of kings"] = &blessing_of_kings;
            creators["blessing of wisdom"] = &blessing_of_wisdom;
            creators["blessing of kings on party"] = &blessing_of_kings_on_party;
            creators["blessing of wisdom on party"] = &blessing_of_wisdom_on_party;
            creators["blessing of sanctuary"] = &blessing_of_sanctuary;
            creators["seal of command"] = &seal_of_command;
            creators["taunt spell"] = &hand_of_reckoning;
            creators["righteous defense"] = &righteous_defense;
            creators["avenger's shield"] = &avengers_shield;
        }
    private:
        static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
        {
            return new ActionNode ("blessing of sanctuary",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* blessing_of_kings(PlayerbotAI* ai)
        {
            return new ActionNode ("blessing of kings",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* blessing_of_wisdom(PlayerbotAI* ai)
        {
            return new ActionNode ("blessing of wisdom",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* blessing_of_kings_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("blessing of kings on party",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("blessing of wisdom on party",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* retribution_aura(PlayerbotAI* ai)
        {
            return new ActionNode ("retribution aura",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("devotion aura"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* lay_on_hands(PlayerbotAI* ai)
        {
            return new ActionNode ("lay on hands",
                /*P*/ nullptr,
                /*A*/ nullptr, // NextAction::array(0, new NextAction("divine shield"), new NextAction("flash of light"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* lay_on_hands_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("lay on hands on party",
                /*P*/ nullptr,
                /*A*/ nullptr, // NextAction::array(0, new NextAction("flash of light"), NULL),
                /*C*/ nullptr);
        }
        // static ActionNode* seal_of_light(PlayerbotAI* ai)
        // {
        //     return new ActionNode ("seal of light",
        //         /*P*/ NULL,
        //         /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
        //         /*C*/ NULL);
        // }
        static ActionNode* cleanse_poison(PlayerbotAI* ai)
        {
            return new ActionNode ("cleanse poison",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify poison"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* cleanse_magic(PlayerbotAI* ai)
        {
            return new ActionNode ("cleanse magic",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* cleanse_disease(PlayerbotAI* ai)
        {
            return new ActionNode ("cleanse disease",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify disease"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("cleanse poison on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify poison on party"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("cleanse disease on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("purify disease on party"), NULL),
                /*C*/ nullptr);
        }
        // static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
        // {
        //     return new ActionNode ("seal of wisdom",
        //         /*P*/ NULL,
        //         /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
        //         /*C*/ NULL);
        // }
        static ActionNode* seal_of_justice(PlayerbotAI* ai)
        {
            return new ActionNode ("seal of justice",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
        {
            return new ActionNode ("hand of reckoning",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("righteous defense"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* righteous_defense(PlayerbotAI* ai)
        {
            return new ActionNode ("righteous defense",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("avenger's shield"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* avengers_shield(PlayerbotAI* ai)
        {
            return new ActionNode ("avenger's shield",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
        {
            return new ActionNode ("judgement of wisdom",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("judgement of light"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* judgement(PlayerbotAI* ai)
        {
            return new ActionNode ("judgement",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
		}
        static ActionNode* divine_shield(PlayerbotAI* ai)
        {
            return new ActionNode ("divine shield",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("divine protection"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* flash_of_light(PlayerbotAI* ai)
        {
            return new ActionNode ("flash of light",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("holy light"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
        {
            return new ActionNode ("flash of light on party",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("holy light on party"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* holy_wrath(PlayerbotAI* ai)
        {
            return new ActionNode ("holy wrath",
                /*P*/ nullptr,
                /*A*/ NextAction::array(0, new NextAction("consecration"), NULL),
                /*C*/ nullptr);
        }
        static ActionNode* hammer_of_wrath(PlayerbotAI* ai)
        {
            return new ActionNode ("hammer of wrath",
                /*P*/ nullptr,
                /*A*/ nullptr,
                /*C*/ nullptr);
        }
        static ActionNode* seal_of_command(PlayerbotAI* ai)
        {
            return new ActionNode ("seal of command",
            /*P*/ nullptr,
            /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
            /*C*/ nullptr);
        }
};

#endif
